Simsilica, LLC
banner
simsilica.bsky.social
Simsilica, LLC
@simsilica.bsky.social
Founder: Paul Speed - Developer of the Mythruna RPG + other open source tech (SiO2, Zay-ES, Lemur GUI, Sim-Arboreal, IsoSurface), core member of JME, and a music composer.
On Wednesday, I released a new version of Mythruna. This has some bug fixes and enhancements for clothing editing as well as performance improvements when editing within a property. Both are going to be useful for the Halloween party on the 31st!
mythruna.com/download-now/
October 24, 2025 at 11:45 PM
New 20251017 release is up with custom hats and masks support. Start making your Halloween costumes now! Catch tonight's live stream to learn more about how to edit clothing. mythruna.com/download-now/ #mythruna #IndieGameDev #indiegame #lwjgl #indiedev #indiegames #opengl #voxels
October 17, 2025 at 7:56 AM
Testing the latest changes to the in-game clothing editor, I created this costume to play around. Still not sure what I will create for the Halloween Party on the 31st. #mythruna #IndieGameDev #indiegame #lwjgl #indiedev #indiegames #opengl #voxels #screenshots
October 12, 2025 at 9:24 AM
Finally got custom hats/masks working. Spent some time playing around with them and making some helmets. It's really fun. I think we'll be able to make some cool stuff for this year's Halloween party.
#mythruna #IndieGameDev #indiegame #lwjgl #indiedev #indiegames #opengl #voxels #screenshots
October 5, 2025 at 9:14 AM
New 20250914 release is up with the latest changes. Perhaps give it a try.
mythruna.com/download-now/
#mythruna #IndieGameDev #indiegame #lwjgl #indiedev #indiegames #opengl #voxels
September 15, 2025 at 9:24 PM
You can put whatever text you want there, including more than two lines... but there are some prebuilt variable substitutions that are supported, too.
#screenshot #indiegame #indiedev #mythruna
March 2, 2025 at 9:02 AM
Today I "wasted" some time adding a customizable signature block (lower right corner) to the "hand drawn" effect... complete with selectable hand-written style fonts. Someday a "photo mode" will have more options but for now I think this is cool.
#screenshot #indiegame #indiedev #mythuna
March 2, 2025 at 8:57 AM
The aforementioned splash images for the loading screen "in context". This is not the final set and the set will obviously expand over time... but this is what they are for. (See previous posts to help decide among some similar sets.)
February 20, 2025 at 3:38 AM
Image 3.
February 19, 2025 at 10:07 PM
Image 2.
February 19, 2025 at 10:07 PM
Image 1.
February 19, 2025 at 10:07 PM
You make a good point. For context, these will be part of a random slide show that appears on the attached screen in place of that 'girl on a tower' image. They should 'pop', entice the player, and be something to look at while the game loads.
February 19, 2025 at 10:02 PM
Image 3.
February 19, 2025 at 9:46 PM
Image 2.
February 19, 2025 at 9:46 PM
Image 1.
February 19, 2025 at 9:46 PM
Exclusive to bsky, a quick video of a happy accident. I added an admin command to advance world time for testing things keyed on the phase of the moon. The way the client-side day/night effects work, instead of jumping it interpolates. Cool effect.
#mythruna #indiedev #indiegame #indiegamedev
December 27, 2024 at 2:05 AM
"Desert portal at sunrise - mixed media" (I lie because it's the now fully-integrated and fully-parameterized 'hand drawn' shader that also supports some watercolor/paint effects.) #screenshotsunday #mythruna #glsl #opengl #indiegamedev #indiegame #screenshot
December 22, 2024 at 5:20 PM
To that end, I added the ability to mix some color back in with a parameter (along with some brightness and saturation thresholds). Would be cool for an animated fade from like a save game picture to the "real world".
December 22, 2024 at 4:16 PM
Spent all day tweaking the edge detection and shading so that it tries to look good at all times of day even in the highest contrast lighting. I also enhanced near/mid/far to provide some natural depth to the 'drawings'. Click to see.
#screenshotsaturday #indiegame #mythruna #indiedev #indiegamedev
December 22, 2024 at 1:24 AM
Still tweaking things with the "hand drawn" shader but it's definitely heading in the right direction. #screenshotsaturday #opengl #glsl #mythruna #indiedev #indiegamedev
December 21, 2024 at 6:12 PM
"Hand-drawn" shader turned out kind of cool. Needs some cleanup and parameterization but I'm pleased with the results so far. (See the recording of tonight's live stream for 'how it was made'.)
#screenshot #mythruna #indiedev #indiegamedev #lwjgl #opengl #glsl
December 21, 2024 at 4:45 AM
One of the many reasons "far terrain" was a requirement for the new engine. On the left, "classic style" (240 meter clip). On the right, same view, "far terrain" (8km clip). One of these deserts is lame and the other is hauntingly beautiful.
#mythruna #screenshot #indiedev #indiegamedev #opengl
December 10, 2024 at 3:00 AM
"Which portal should Jeannie take?" Animated version with less-intense effects. Note that each portal is showing something different. Still not 100% happy with this, but I'm definitely ready to move on for now.
#screenshot #screenshotsunday #indiedev #indiegame #indiegamedev #mythruna #opengl #lwjgl
December 8, 2024 at 9:47 AM
In-game, at night... the portals are pretty intense. Definitely going to have to dial it back a little, I think. #screenshot #screenshotsaturday #indiedev #indiegame #indiegamedev #mythruna #opengl #lwjgl
December 8, 2024 at 4:46 AM
In a test scene: the initial activator pad and portal effects cleaned up a bit from last night's live stream. I'm still not really happy with these but at least they convey the 'feeling' I want. #screenshot #screenshotsaturday #indiedev #indiegame #indiegamedev #mythruna #opengl #lwjgl
December 7, 2024 at 8:26 PM